User:Darthrai/Mythra (SSBU)
Mythra in Super Smash Bros. Ultimate | |
---|---|
Universe | Xenoblade Chronicles |
Shares character slot with | Pyra |
Availability | Downloadable |
Final Smash | Sacred Arrow |
“ | Mythra Awakens! | ” |
—Introduction tagline |
Thank you for accepting summons. I Bana, Chairman of Argentum Trrrade Guild and 20% stakeholder in Dedede Wikiki as rrreward for illicit campaign donations to re-election of King Dedede. Today, Bana talk to friends about Mythra (ヒカリ, Hikari), who is fighty-fighter in Super Smash Bros. Ultimate. Mythrrra is Blade, and Aegis, which makes much money for Bana, except that meddling salvager Rrrrex goes to become Driver of her instead and ruins plan of Bana to make more money! Meh-meh-meh! MEH! Anyway, Mythra be announce with Pyra during Nintendo Direct of February 17th, 2021, and be released in Challenger Pack 9 on March 4th, 2021 in Fighters Pass Vol. 2. Mythra is Fighter #80 which is also number of times she more valuable than Pyra because more-more power, though Pyra at least good for various fetishes of Muimui. Like Beast-Driver, game automatically pick Pyra forrr you, but switch to Mythra by press Y. Meh!
Depend on part of Land of Morytha where frrriend comes from, hideous voice of Mythra sound like Skye Bennett or Shino Shimoji. Also she destroy Gigantic Artificial Blade Rrrrrrosa, which is pride and joy of Bana! TWICE! For that, Bana will teach friends how to defeat Mythra and claim Aegis for Bana, which will be very rrrrrewarded.
Attributes[edit]
Mythrrra have speed. She more-more fast than Pyra with moving and frames. She weigh less than Bana, which is crrrime because hefty body of Bana is envy of all ladypon and I not stand for anyone who make Bana look like fat greedy tycoon. Mythra is 11th fastest in sky, 8th fastest to walk, 7th fastest to fall (to her death of her!), 5th to run and most-most fastest to start the run of her. This make her like Sheeky-Sheeky, meddling kid with mask or talking Phonex to get in your face and swing stupid (but expensive) sword of her to slashy-slashy and ruin your day and expensive Artificial Blades that you use to make lots of money and now you cannot eat Mushy Mushrooms for life! Meh-meh-meh-MEH!!!
Mythra have flashy-flashy moveset which help her win neutral. Jab only take 2 frrrrame, and she go wooshy-wooshy with dash attack, to punish thud on ground which happen many-many times to Rrrrrosa (meh!) thanks to design flaw which Bana sue Professor Tatazo over with crooked lawyers. The tilt attacks of Mythra also start flashy-flashy combos, like the down tilt which not lag at all, up tilt which she use repeatedly and drive anypon insane in head with frrrrustration, and even forward tilt in sticky situation. AND sword of Mythra is big, so she stay away from you to slashy-slashy all day while you not hurt her. Meh! But also, Mythra fight fast in sky, which is why extra investment in aerrrial capabilities of Artificial Blades was waste of money. You cancel just like Driver Arts, and they also go fast and hit WAY TOO MANY TIMES! Mythra use broken sky-moves to cover her, finish combos, juggle you in air or kill you! And of course Mythra go smashy-smashy with sword of hers to just SPLIT NOPON BRAINS OPEN AND RUIN ENTIRE LIFE WORK OF BANA! But it only happen when at high perrrrcent, which is why investment in Artificial Blades should go into armour plating frrrom now on.
Oh, you think that not enough? Dumb bitch Blade also have Foresight so she can dodge and survive the attacks of you, so she hits back with killer combo, slashy, slashy, meh-meh-meh-meh-MEH!!! Stupid girl drrrive crazies into head of Bana! (She also get into head of Muimui, but mostly because he look at naughty pictures of her which I not allow, sneaky bastard.) So just when you have Mythrrra pinned to floor and going to lose, WHAM! She hit back while yelling at you in annoying voice of hers!
Thankfully, Mythra have weaknesses. Pay attention friends, because Bana show you, and this is how to kill her. First, Mythra hit many times, but also hit weak, so it take her long time to kill you if you have healthy physique like Bana. When she use Lightning Buster, it slashy-slashy many times in front of her, but not behind, so go to back for sneak attack and yank golden hairs out of head of Mythrrra if you feel especially sadistic (also worth to sell). When she use Photon Edge, BRING UP SHIELD! It give you time to hit Blade back, also knock her out of the air to send her carrrrrrreening to death just like Tantal Prince do all the time. Also, with Rrrray of Punishment, Mythra go whooshy-whooshy up, but not very whooshy-whooshy forward. But most of all, both Mythra and inferior form Pyra cannot recover good, so Bana repeat, KNOCK OUT OF AIR! Is most effective way to kill Aegis!
Overall, Mythra go slashy-slashy very fast and torture you with blinding speed and combos, but not kill unless she turn into sister Pyra. Verrry highly advised to use anti-air equipment and throw Aegis down bottomless pit, and then there one less trouble in Bana's life and I can eat Mushy Mushrooms for life, also you get handsome rrrreward from Bana.
Bana is lazy man, so I leave rest of page in orrriginal Morytha Gibberishese. Also only 20% stake in Dedede Wikiki mean this not most prrrofitable venture for Bana. If you have more question go hire translator. Bana not want to miss favourite TV show Everypon Love Riki. Meh!
Differences from Pyra[edit]
Uniquely for clone characters, Mythra and Pyra act as a transformation character similar to Pokémon Trainer, and to Sheik and Zelda in Melee. As typical of both transforming characters and certain pairs of clones, their movesets are designed to complement each other in a speed vs. power dichotomy. Mythra is characterized by an overall extremely fast mobility, and swift but weak attacks that give her a diverse combo game but difficulty in securing KOs, while on the other hand, Pyra has some of the slowest movements in the game, but a longer range on average than Mythra and overwhelming power comparable to that of most super-heavyweight characters.
While all of their special moves (except for Swap, which is required to switch between the two) are fully unique, the rest of their moves have identical animations, similarly to how they function as different variations of the same Aegis Sword moveset in their game of origin (aside from Blade Specials). In comparison to other clones, they have the same amount of different moves from each other as the full clone Young Link has from Link—with Pyra and Mythra just barely being semi-clones due to most of Young Link's different moves from Link being shared with Toon Link. Additionally, Mythra has a unique ability, Foresight, which acts as a form of dodge leniency, while Pyra has no similar ability of her own.
Aesthetics[edit]
- Mythra's on-screen appearance, idle stance, periodic idle poses, taunts, victory animations and No Contest animation are different from Pyra's.
Attributes[edit]
- Mythra's walking (0.92 → 1.42), dashing (1.38 → 2.41), and initial dash (1.69 → 2.45) speeds are faster than those of Pyra.
- Mythra's air speed (1.1 → 1.22) and air acceleration (additional acceleration: 0.055 → 0.06; total: 0.065 → 0.07) are faster than Pyra's.
- Mythra's falling speed (1.62 → 1.87) and fast falling speed (2.592 → 2.992) are faster than Pyra's.
- Mythra's air friction is higher than Pyra's (0.009 → 0.012).
- Mythra has higher gravity (0.078 → 0.137). This improves her vertical mobility and makes her less susceptible to juggling, but makes her more susceptible to horizontal combos and worsens her horizontal endurance.
- Mythra's full hop (26.3 → 30.8), short hop (15.2 → 15.6) and double jump (29 → 33) height values are higher than Pyra's.
- Mythra is lighter than Pyra (98 → 92).
- Mythra's item throw is weaker.
- Mythra's walking speed when carrying heavy items is slower.
- Mythra's attacks have either the slash or the magic effect, while Pyra's attacks have the flame effect.
- Except for throws, all of Mythra's attacks have significantly faster frame data.
- All of Mythra's attacks deal significantly less damage and knockback.
- However, this significantly improves her combo game when combined with her better frame data.
- Most of Mythra's attacks have smaller hitboxes.
- Most of Mythra's moves have a negative hitlag multiplier, while Pyra's moves have a positive hitlag multiplier. However, this is not universal.
Ground attacks[edit]
- Neutral attack:
- The first hit of neutral attack has less startup (3 → 2).
- Mythra's rapid jab and rapid jab finisher have larger hitboxes (5.0u → 6.0u (rapid jab), 7.0u → 8.0u (rapid jab finisher)).
- Neutral attack deals less damage on hit 1 (3% → 2%), hit 3 (5% → 4%), rapid jab (0.6% → 0.4%) and rapid jab finisher (5% → 3%).
- The third hit of neutral attack deals much less knockback and launches at a higher angle.
- Forward tilt:
- Forward tilt has less startup (12 → 8).
- Forward tilt has less ending lag (FAF 38 → 26).
- Forward tilt deals less damage (11.5% → 5.5%)
- Forward tilt launches at a different angle (35° → 62°), improving its combo potential when combined with its lower ending lag and reduced knockback, but hindering its utility as a get-off-me move.
- Up tilt:
- Up tilt has less startup (11 → 7).
- Up tilt has less ending lag (FAF 40 → 27).
- Up tilt deals less damage (9.5% → 4%).
- Down tilt:
- Down tilt has less startup (9 → 5).
- Down tilt has less endlag (FAF 27 → 21)
- Down tilt deals less damage (blade/arm: 8%/6% → 4%/3%)
- Dash attack:
- Dash attack has less startup (17 → 9).
- Dash attack has less ending lag (FAF 53 → 40).
- Dash attack deals less damage (blade/arm: 12.5%/10.5% → 8.5%/7%).
- Dash attack deals less knockback (blade-arm: base/scaling 85/66-85/68 → 72/55-72/54).
Smash attacks[edit]
- Forward smash:
- Forward smash has less startup (20 → 14).
- Forward smash has less ending lag (FAF 68 → 50).
- Forward smash deals less damage (20% → 13.5%).
- Forward smash deals less knockback (base/scaling 70/76 → 75/65).
- Forward smash does not cause the screen to shake after Mythra's sword touches the ground.
- Up smash:
- Unlike Pyra, Mythra's up smash is a 5-hit move instead of a 2-hit move.
- Up smash has less startup (15 → 9), making it a more effective out of shield option.
- Up smash has less ending lag (FAF 67 → 52).
- Up smash deals less damage (17% → 12.5%).
- Up smash's final hit has altered knockback (base/scaling 85/80(early)-80/75(late) → 75/108).
- Down smash:
- Down smash has less startup (11 → 8).
- Down smash has less ending lag (FAF 48 → 45).
- Down smash deals less damage (blade-leg: 11%/13.5-8%/10% → 9%/10.5%-6%/7.5%).
- Down smash deals less knockback (blade sweetspot-blade sourspot-leg: base/scaling 75/74-75/71-75/66 → 75/70-75/69-75/65).
Aerial attacks[edit]
- Neutral aerial:
- Unlike Pyra, Mythra's neutral aerial is a multi-hit move instead of a single-hit move.
- Neutral aerial has a landing hitbox, similarly to Byleth's.
- Forward aerial:
- Forward aerial has less startup (12/18 → 8/14).
- Forward aerial has less ending lag (FAF 49 → 38).
- Forward aerial deals less damage (12% → 7%).
- Back aerial:
- Up aerial:
- Down aerial:
- The clean hit of Mythra's down aerial cannot meteor smash (270° → 50°).
Throws/other attacks[edit]
- Despite having the same range, Mythra's grabs are slightly faster (standing 7-8 → 6-7, FAF 38 → 37; dash 12-13 → 11-12, FAF 45-44; pivot 13-14 → 12-13, FAF 40 → 39).
- Forward throw deals less damage (9% → 5.5%).
- Because of this, it KOs much later near the ledge and is not her strongest throw.
- Back throw deals less damage (7% → 5.5%).
- Up throw deals less damage (5% → 4%).
- Down throw deals less damage (8% → 7%).
- Mythra's edge attack does less damage (10% → 9%).
Special moves[edit]
- Mythra has a unique neutral special, side special and up special. She also has a different Final Smash.
- Lightning Buster:
- Lightning Buster is faster on startup and charges faster.
- Lightning Buster has increased range in front of Mythra.
- Lightning Buster briefly renders Mythra intangible during the move's startup.
- Lightning Buster has a damaging hitbox on Mythra's sword while the move is being charged.
- Mythra can turn around and perform Lightning Buster in the opposite direction after charging it.
- Lightning Buster's maximum damage potential at comparable charge levels is considerably lower, and the move deals less knockback.
- Only the first hit of Lightning Buster hits behind Mythra, whereas all of Flame Nova's hits can damage opponents behind Pyra.
- Mythra cannot move horizontally while performing Lightning Buster on the ground, and she has significantly less control of her aerial drift when performing it in midair.
- Photon Edge:
- Photon Edge cannot be reflected, as it is not a projectile.
- Mythra is overall less vulnerable while using Photon Edge, as its duration is shorter than how long Pyra is rendered incapable of attacking, and Mythra is surrounded by hitboxes during the attack, unlike Pyra. Photon Edge also has larger hitboxes.
- Photon Edge can be used to recover, due to Mythra dashing forward, but when using the move in the air, it puts Mythra into special fall.
- Photon Edge has less maximum damage potential and deals less knockback.
- Ray of Punishment / Chroma Dust:
- Both variants are faster (frame 13 → frame 10) and grant Mythra slightly more vertical distance. They are also better for horizontal recovery, as, unlike Pyra, Mythra does not dive downward after the jump.
- The faster startup improves the move's utility as an out of shield option.
- The move has less landing lag than Prominence Revolt but lacks a landing hitbox.
- Due to having two variants, the move is less predictable than Prominence Revolt.
- The initial upward slash has more horizontal range, which when combined with the move's faster startup makes it more effective out of shield.
- The move deals noticeably less damage, and lacks Prominence Revolt's notoriously strong KO potential.
- Any downward projectiles fired using Mythra's up special can be reflected and absorbed.
- Both variants are faster (frame 13 → frame 10) and grant Mythra slightly more vertical distance. They are also better for horizontal recovery, as, unlike Pyra, Mythra does not dive downward after the jump.
- Sacred Arrow:
- Sacred Arrow has higher damage potential, and is more effective in free-for-alls, due to showering the surrounding area with falling projectiles.
- Due to its greater damage output, Sacred Arrow is much more effective in Stamina battles.
- Sacred Arrow deals noticeably less knockback, and its damage output is not consistent.
Dodges[edit]
All values here assume fully fresh dodges.
- Mythra has access to Foresight, which lets her dodge early to take halved damage, no knockback, and slow the opponent down for 36 frames.
- Foresight does not protect from grabs, making her dodges strictly worse against them.
- Spot dodge:
- Mythra's spot dodge provides intangibility later, however, Foresight protects her earlier (3-17 → (2-6)7-21).
- Mythra's spot dodge has more ending lag and can be canceled later (FAF: 26 (21) → 32 (27)).
- Rolls
- Mythra's rolls provide intangibility later, however, Foresight protects her earlier (forward: 4-15 → (2-6)7-18; back: 5-16 → (2-7)8-19).
- Mythra's rolls have more ending lag (forward: FAF 30 → 36; backwards: FAF: 35 → 39).
- Air dodges
- Mythra's air dodges provide intangibility later, however Foresight protects her earlier (neutral: 3-30 → (2-5)6-33; directional: 3-21 → (2-5)6-24).
- Mythra's air dodges have less ending lag (FAF side/up/down/diagonally up/diagonally down: 84/110/69/98/76 → 74/96/60/86/68).
- Mythra's air dodges cover more distance (16 → 24).
Moveset[edit]
- Mythra is tied to Pyra as a two-in-one fighter, similar to how Zelda and Sheik function in Melee and Brawl. She can transform into Pyra quickly using her down special, Swap to Pyra.
- Pyra and Mythra are semi-clones of each other, with all of their non-special moves having similar animations but having different frame data, damage, and knockback. Following the archetypical traits of a transforming character, Mythra is the "fast but weak" of the duo. Also, their remaining special moves are all unique.
- In a similar fashion to Palutena, Cloud, and Sephiroth, Mythra walks normally but floats during her dash.
- Mythra has a fighter ability in Foresight, a tight dodge mechanic similar to Bayonetta's Bat Within mechanic, which is activated by dodging much like the latter while having a slow-down effect on opponents like Witch Time.
For a gallery of Mythra's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 2% | A knife-hand strike, followed by an inward slash, followed by an upward slash. Alternatively, the second hit can be followed up by a series of light bursts that conclude with a larger blast that launches opponents. Mythra's fastest move, with the first hit connecting on frame 2. Holding down the button causes her to repeat the first hit. | ||
2% | ||||
4% | ||||
0.4% (infinite), 3% (finisher) | ||||
Forward tilt | 5.5% | An outward slash. It is very quick like her other attacks. It launches diagonally upward, allowing it to combo into itself and potentially into other attacks. | ||
Up tilt | 4% | An overhead arcing slash starting from behind. Great combo potential, allowing it to combo into itself and other aerials. However, the attack has a noticeable blind spot directly behind Mythra that cannot hit shorter or low-profile characters at point-blank range behind her. | ||
Down tilt | 4% (sword), 3% (arm) |
A kneeling inward slash. Mythra's most reliable combo starter, having extremely small knockback even at high percentages. It can combo into tilts and smash attacks at nearly any percentage, including a KO confirm into up smash at around 130%, or into forward smash to punish ledge regrabs or 2 frames. | ||
Dash attack | 8.5% (sword), 7% (arm) |
A running upward slash. It is moderately fast at frame 9 and Mythra travels a decent distance using the move, making it great for closing in gaps and punishing landings. | ||
Forward smash | 13.5% | A lunging, two-handed downward slash in front of Mythra. It comes out rather quickly for a smash attack, coming out on frame 14 when uncharged. However, it is also the second weakest forward smash in the game on its own (after Mega Man's), KOing Mario at around 126% from center stage—and around 94% at the edge—when uncharged. When fully charged, the move can KO from center stage at around 85%, and around 61% at the edge. | ||
Up smash | 2% (launcher), 1.5% (hits 2-4), 6% (last hit) |
Throws the Aegis Sword above herself as it spins telekinetically, slashing above herself before picking back the sword and concluding with a twirl. In contrast to Pyra's, it hits multiple times. It has a launcher hit in front of Mythra. It possesses somewhat low ending lag, not enough for it to combo, though it does a great job at setting up into reads or 50/50s into her other attacks and function as a great anti-air due to its long duration. It is Mythra's fastest out of shield option, coming out on frame 9. However, it is the weakest up smash in the game on its own, as it KOs at around 151% uncharged, and around 113% fully charged. | ||
Down smash | 10.5% (sword), 9% (arm), 7.5% (kick, lower leg), 6% (kick, upper leg) |
Kneels and slashes around herself while performing a spinning pirouette, stretching her left leg to kick around herself simultaneously. Hits on both sides of Mythra simultaneously, with the sword being stronger while the pirouette kick is much weaker. Both hits have sourspots inside of Mythra's body; this can allow the back kick's sourspot to combo into the back hit's sweetspot at low percentages. It is Mythra's fastest smash attack at frame 8; however, it is one of the weakest down smashes in the game, as the sweetspotted hit starts KOing at around 163% uncharged/115% fully charged from center stage and 103% uncharged/75% fully charged at the edge, whereas neither the sourspotted sword nor the back hit KO reliably. | ||
Neutral aerial | 2% (hit 1), 3% (hits 2-3), 4% (landing) |
Telekinetically spins the Aegis Sword in front of herself while facing the screen. In contrast to Pyra's neutral aerial, it hits up to three times, making it functionally more similar to other multi-hit neutral aerials, such as Piranha Plant's. Much like Byleth's neutral aerial, it has a landing hitbox that can combo into other moves. It visually resembles Pyra's Flame Nova, but without the fiery effect and visuals. | ||
Forward aerial | 7% | A spinning outward slash in front of herself. Has a moderately wide hitbox suitable for catching jumps and for edgeguarding or gimping recoveries. Cannot autocancel in a short hop. | ||
Back aerial | 7.5% (clean), 6.5% (late) |
Flips while slashing in an upwards arch starting from below herself. It launches vertically, making it a good combo starter on landing. Autocancels in a short hop. | ||
Up aerial | 6% | An overhead crescent slash that ends in a delayed somersault, resembling the up aerials of most of the Fire Emblem characters. The move has very low overall lag, allowing it to combo into itself multiple times. Autocancels in a short hop fast fall. The hitbox is deceptive, as despite resembling moves such as Lucina's up aerial, it mostly only hits directly above Mythra. | ||
Down aerial | 8% (clean), 6% (late) |
A delayed, upside down outward slash, resembling Marth's from Melee and Brawl. Unlike Pyra's down aerial, it cannot meteor smash, instead launching opponents horizontally. | ||
Grab | — | Clinches the opponent, restraining them with telekinesis. | ||
Pummel | 1.5% | Blasts the opponent with light from her hands. | ||
Forward throw | 3% (hit 1), 2.5% (throw) |
Quickly blasts the opponent away with a light energy blast. | ||
Back throw | 3% (hit 1), 2.5% (throw) |
Turns around with the opponent and kicks them away. | ||
Up throw | 4% | Telekinetically throws the opponent upward. | ||
Down throw | 4% (hit 1), 3% (throw) |
Places the opponent on the floor and jumps, stabbing them on the way down, akin to fellow Xenoblade character Shulk's down throw. Mythra's combo throw, able to lead into aerials and Ray of Punishment/Chroma Dust. Despite being her main combo throw, it is also her strongest throw. Visually, it appears to resemble an abridged version of Pyra's Prominence Revolt, without the fiery effect and visuals. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Slashes around herself while getting up. | ||
Floor attack (back) Floor getups (back) |
7% | Slashes around herself while getting up. | ||
Floor attack (trip) Floor getups (trip) |
5% | Slashes around herself while getting up. | ||
Edge attack Edge getups |
9% | Slashes in front of herself while climbing up. | ||
Neutral special | Lightning Buster | 0.5% (charging loop), 2% (hits 1-3, uncharged), 6% (hit 4, uncharged), 4% (hits 1-4, fully charged), 17% (hit 5, fully charged) |
Raises the Aegis Sword in the air, charging light energy, before unleashing a series of slashes in front of herself, with the last hit launching the opponent. The raised sword itself can deal little damage while charging the attack if the opponent touches it. The move can be charged to deal more damage, and a fully charged Lightning Buster adds a hit and increases the move's range, while also having a hitbox on the charging blade, similarly to Corrin's forward smash. Unlike Pyra's Flame Nova, its range is primarily centered in front of Mythra, though the move can be reversed by tilting the control stick in the opposite direction. Additionally, if an opponent is behind Mythra and gets hit by the first slash, the opponent will be dragged in front of Mythra and hit by the following slashes. However, it also renders Mythra intangible for a short period of time when she releases the attack. Mythra's strongest move in launching power, capable of killing at approximately 50% on a full charge. Hitting an opponent while in the air will stall Mythra's descent. | |
Side special | Photon Edge | 2% (hit 1), 2.5% (hits 2-5), 7% (hit 6) |
Charges forward while slashing six times in front of herself in quick succession, teleporting each time she slashes. It travels a good distance forwards and has great range, making it an effective combat move, but has high ending lag and still renders Mythra vulnerable each time she reappears. The grounded version will stop at an edge provided Mythra is far enough from it, whereas performing the move at an edge will cause her to perform the aerial version. It can be used in the air for recovery, though Mythra will become helpless afterwards. Similar to Sephiroth's Octaslash, but she can only travel horizontally. | |
Up special | Ray of Punishment / Chroma Dust | 7% (slash), 2% (Ray of Punishment, hit 1), 4.5%, (Ray of Punishment, hit 2 near), 3% (Ray of Punishment, hit 2 far), 2.5% (Chroma Dust) |
Jumps while performing an uppercutting slash, similar to Dolphin Slash, then fires blasts of light towards the ground that burst on impact, before falling. Its functionality changes based on whether the special move button is tapped or held/pressed continuously. If the special button is tapped once, Mythra performs Ray of Punishment, which fires a single blast of green and yellow light that has more power and bursts to form a larger hitbox but covers a limited area. If the special move is held down or tapped repeatedly, it becomes Chroma Dust, which fires five blasts of cyan and yellow light that have less power, smaller hitboxes, and do not burst, but cover a larger area in a fan pattern. The blasts of light are Mythra's only projectile; they have long range, being able to cover a longer vertical distance than Mythra can cover from the ground, which can be used to hit opponents offstage. Both types of projectiles can be reflected and absorbed. The initial slash has good horizontal range and comes out on frame 10, making the move a useful out of shield option. | |
Down special | Swap to Pyra | — | Transforms into Pyra. Unlike Pokémon Trainer's Pokémon Change, Mythra does not gain frame 1 intangibility, instead becoming intangible starting on frame 6. Also does not stall Mythra/Pyra's fall. | |
Final Smash | Sacred Arrow | 8% (hit 1), 7% (hit 2), 2.5%/1.8%/1.4% (hits 3-18), 10% (hit 19) |
Rex appears in front of Mythra, who lends him the Aegis Sword before he performs an upward slash. If it hits, a cutscene plays briefly where Rex and Mythra raise the Aegis Sword in the air, sending a column of light to the sky, which glows with light. Afterwards, it cuts back to the stage, where countless beams of light are fired from the sky, hitting opponents multiple times before being launched. Each beam has its own hitbox, which can result in larger opponents taking more damage from the beam barrage. Up to three opponents can be caught by the initial hit, whereas bystanders who didn't get caught by the initial hit can still get hit by the beam barrage. Compared to Pyra's Burning Sword, Sacred Arrow deals more damage, but the final hit is weaker. |
On-screen appearance[edit]
- Rex appears from the sky and tosses Mythra's Aegis Sword at her as she teleports onto the stage. She will hold out her hand or her Aegis Sword depending on whether she is facing right or left.
Taunts[edit]
- Up taunt: Rex appears behind her and pumps his fist up, saying "Come on, Mythra!" (shouting her name excitedly if the game's language is set to Japanese). She waves at Rex once while silently giggling. Rex's animation is similar to the one he does while performing a Blade Special in Xenoblade Chronicles 2.
- Side taunt: Holds the Aegis Sword in the air while spreading out her arm and conjuring a small burst of light, saying "Prepare yourself." (覚悟なさい) This is one of her quotes from Xenoblade Chronicles 2, where she could randomly say this before using Photon Edge.
- Down taunt: Puts the Aegis Sword down while turning her back to the player and looking behind her towards the left, saying "Think you can take me?" (本気を見せてあげる, I'll show you my true power.). This references an infamous battle quote of the Ardainian Soldiers in Xenoblade Chronicles 2. If facing left, the taunt is mirrored.
Idle poses[edit]
- Brushes her hair aside with her free hand.
- Turns her body to the side while shifting her foot forward, and grins.
Victory poses[edit]
- Left: Holds the Aegis Sword to her side before doing two slashes and says "Called it." (当然の結果ね, This is a natural outcome.) Rex will jump in next to her and hold his fist up, saying "You show 'em, Mythra!" (やったね、ヒカリ!) The two slashes that Mythra performs look similar to her auto-attack animation in Torna ~ The Golden Country. In team battles, Rex does not appear if the team has three or more characters.
- Up: Warps around the stage while slashing, similar to Photon Edge, and says "Peak form." (最高潮!) Rex lands from above and holds his fist up.
- Right: Mythra briefly morphs into Pyra, who does a pose and spins around while morphing back into Mythra, who does a finishing pose by extending the Aegis Sword out. Her pose comes from her official artwork and her figurine with Pyra. They both say "This is the power of the Aegis!" (これが、私達の力ね, This is our power!) in unison, alternating their voices as they swap form.
In competitive play[edit]
Although players have seen Mythra be a better character than Pyra due to her frame data, combo potential, better recovery and Foresight, it's currently unknown how they'll fare in competitive play.
[edit]
Referencing the duality of Pyra and Mythra, the pair's route features pairs of opponents who are the same or similar. This extends to Master Hand and Crazy Hand at the end, who are always fought together, regardless of intensity. The items that spawn are from the franchise the characters are from (or in the case of Round 4, no items).
Round | Opponent | Stage | Music | Notes |
---|---|---|---|---|
1 | Zelda and Sheik | Temple (Battlefield form) | Ocarina of Time Medley | A reference to Pyra and Mythra's ability to Swap being akin to Zelda and Sheik's ability to Transform in Melee and Brawl. |
2 | Samus and Dark Samus | Frigate Orpheon | Multiplayer - Metroid Prime 2: Echoes | |
3 | Pit and Dark Pit | Reset Bomb Forest | Dark Pit's Theme | |
4 | Ryu and Ken | Suzaku Castle (Ω Form) | M. Bison Stage Type A | Stamina battle. 150 HP. |
5 | Kirby and Meta Knight | The Great Cave Offensive (Battlefield Form) | The Great Cave Offensive | |
6 | Link (x2) | Fountain of Dreams (Ω Form) | Great Temple / Temple | The stage choice is a reference to the mid-boss room in the Water Temple where Link fights Dark Link in The Legend of Zelda: Ocarina of Time. |
Bonus Stage | ||||
Final | Master Hand and Crazy Hand | Final Destination | You Will Recall Our Names |
Credits roll after completing Classic Mode. Completing it as Mythra has Xenoblade Chronicles 2 Medley accompany the credits.
Role in World of Light[edit]
Despite their status as downloadable content, Pyra and Mythra do have a legitimate role in World of Light, as they appear in the base game as spirits in the Light Realm and the Final Battle respectively, meaning that they were vaporized by Galeem. The Mythra spirit is called as reinforcements by Galeem and is placed directly in front of Palutena and the real Master Hand, making her an obligatory fight to achieve the true ending. Defeating this spirit does not unlock her and Pyra as a playable character; rather, they are unlocked after downloading them and defeating at least 10 other fighters from Galeem's control, just like other DLC characters.
Spirits[edit]
Mythra's fighter spirit can be obtained by completing Classic Mode; however, Mythra must be the one chosen as the front on the character selection screen to get her spirit. It is also available periodically for purchase in the shop for 500 coins, but only after she has been downloaded. Unlocking her in World of Light allows the player to preview the second spirit below in the Spirit List under the name "Mythra (Fighter)".
Additionally, Mythra has a support spirit as part of Ultimate's base game.
In Spirit battles[edit]
As the main opponent[edit]
Spirit | Battle parameters | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music |
1,465 | Pneuma | Xenoblade Chronicles Series | •Pyra/Mythra / •Shulk |
13,400 | Cloud Sea of Alrest | •Metal Shift •Move Speed ↑ •Sudden Final Smash |
•The enemy will suddenly have a Final Smash after a little while •The enemy will occasionally turn metal when the enemy's at high damage •Stamina battle |
Counterattack |
Alternate costumes[edit]
Reveal trailer[edit]
Gallery[edit]
Artwork of Mythra and Pyra, as posted by the official Nintendo of America Twitter account.
With Pyra on Cloud Sea of Alrest.
Posing on Temple.
Using Lightning Buster on Dark Pit on Pirate Ship.
With Shulk and Rex on Palutena's Temple.
Trivia[edit]
- Mythra's internal codename is "elight". Like Hero's "brave" and Pyra's "eflame", it is a literal translation of Mythra's Japanese and Chinese names (minus the "e", which presumably stands for "element", as below).
- Their victory theme also has an internal codename, namely "element".
- Mythra's appearance is altered compared to her default appearance in Xenoblade Chronicles 2—she wears black spandex over her legs and back, and the normally open gap in the blouse of her dress is closed up. This design originally came from her spirit in the base game, which was changed due to age ratings—it was later added to Xenoblade Chronicles 2 as the "Massive Melee Mythra" costume, which means her design in Ultimate is based off a costume that was created directly from her appearance in Ultimate.
- Pyra and Mythra are the fourth team of characters to share a character slot via transformation, the first three being Zelda and Sheik in Melee and Brawl, Samus and Zero Suit Samus in Brawl, and Pokémon Trainer with Squirtle, Ivysaur, and Charizard.
- Unlike Zelda and Sheik or the Pokémon Trainer, Pyra and Mythra have separate Final Smashes. The only other transforming characters with this distinction are Samus and Zero Suit Samus in Brawl, although their Final Smashes were the cause of their transformation. Zelda and Sheik in Brawl had the same Final Smash, but with slightly altered physics until Smash 4.
- They are the first DLC characters to be transformations.
- They are the first transforming characters to be semiclones of each other.
- Unlike Pokémon Trainer:
- Pyra and Mythra have their own separate announcer calls used on the character selection screen and their victory poses.
- Despite Rex being a non-playable entity present for both Pyra and Mythra similar to the actual Trainer, he only appears for taunts and Final Smashes, and is not used to represent the character slot as a whole. This may be because Rex partook in combat within his game of origin, but does not do so in Ultimate, while the player characters in mainline Pokémon games never fight directly.
- Both Pyra and Mythra are shown on the versus splash screen, though higher numbers of players will only show the one in front instead.
- Their fighter spirits must separately be obtained, with the Blade chosen as the front on the Classic Mode character selection being the one that gets the spirit. The Pokémon Trainer obtains Squirtle's, Ivysaur's, and Charizard's fighter spirits all at once, while both the male and female Pokémon Trainer spirits must be purchased from the shop.
- Swapping between the two changes the stock icon to the one currently being used, akin to Zelda and Sheik in Melee. With Pokémon Trainer, this can only be done through hacks. However, in Squad Strike, the stock icon always displays the one who started in the match.
- Pyra and Mythra do not appear in Spirit battles as separate fighters, only appearing in the battle for their combined form Pneuma as a single transforming character.
- Pyra and Mythra have their own separate announcer calls used on the character selection screen and their victory poses.
- Succeeding Min Min, Pyra and Mythra are the second and third characters that are both spirits and playable.
- Notably, their games of origin were in consideration to have playable fighters for the base game, but the base game roster had already been finished by then, making the idea unfeasible.
- Additionally, all three of them debuted on the Nintendo Switch.
- Furthermore, both Mythra and Min Min's Spirit Battles utilize Corrin as a Puppet Fighter.
- Pyra and Mythra's reveal trailer is the first one to not be directed by Masahiro Sakurai. Instead, it was outsourced to Monolith Soft, the developers of the Xenoblade Chronicles series.
- Pyra and Mythra mark the second time in Ultimate that multiple characters share the same slot in the character selection screen while having different Fighter Numbers, with the first being the Pokémon Trainer's Pokémon. The Mii Fighters could also follow this trend but can be separated.
- While most of Pyra and Mythra's specials are based directly off their Blade Specials as they appear in Xenoblade Chronicles 2, Chroma Dust is instead derived from one of Mythra's Blade Specials in the prequel expansion Torna ~ The Golden Country.
- Pyra and Mythra are the fourth and fifth characters to have a SSB4-styled poster to promote their inclusion as a playable fighter, following Inkling, Terry, and Min Min.
- Similarly to fellow newcomers Chrom and Dark Samus, Mythra has a unique animation solely used to transition from Pyra's idle animation to her own one after performing various animations.
- When swapping to Mythra from Pyra after Mythra appears, she has a chance of saying "You're done"; this can be seen as a second reference to the Ardainian Soldiers' battle quotes, the first being her down taunt.
- Mythra is one of the few fighters who says a line when KO'd, occasionally saying, "Seriously?" (やられた, I've been finished...)
- Mythra and Steve are currently the only DLC fighters in Ultimate whose down aerials are incapable of meteor smashing.
- Mythra is also one of the two only newcomers without a meteor smash that works on aerial opponents in Ultimate, the other being Daisy. Unlike Daisy, Mythra can freely swap to Pyra, whose down aerial is a conventional meteor smash. Joker usually lacks a meteor smash that works on airborne opponents unless he has Arsène active, in which case his down aerial becomes a conventional meteor smash.
- When KO'd by reaching 0 HP during her final stock in Stamina Mode, Mythra uses her heavy knockback scream rather than her standard KO scream. This trait is shared with Mario, Dr. Mario, and all vocal DLC fighters except for Joker and Banjo & Kazooie.
- Mythra's Foresight is the first counter-like mechanic that cannot be activated by a special move, instead being exclusively used via her dodges. Bat Within can also be activated via one, but can also be activated via Bayonetta's down special, Witch Time.
- Unlike most humanoid fighter models in Ultimate, Mythra's bind pose is uniquely an "A-pose" instead of a T-pose, and only hers and not Pyra's.[1] This is shared with Terry and both male and female Byleth.
- Mythra is one of seven fighters who do not use their dashing animation on the World of Light map, the others being Meta Knight, Inkling, Hero, Banjo & Kazooie, Sephiroth, and Pyra.